<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Building Schema -->
<!-- -->
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Alex Mantzaris (Firaxis Games) -->
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	<!-- RevDCM Building Effects -->
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	<ElementType name="iRevIdxDistanceModifier" content= "textOnly" dt:type="int"/>
	<!-- RevDCM Building Effects -->
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		<element type="bCapital"/>
		<element type="bGovernmentCenter"/>
		<element type="bGoldenAge"/>
		<element type="bAllowsNukes"/>
		<element type="bMapCentering"/>
		<element type="bNoUnhappiness"/>
		<element type="bNoUnhealthyPopulation"/>
		<element type="bBuildingOnlyHealthy"/>
		<element type="bNeverCapture"/>
		<element type="bNukeImmune"/>
		<element type="bPrereqReligion"/>
		<element type="bCenterInCity"/>
		<element type="iAIWeight"/>
		<element type="iCost"/>
		<element type="iHurryCostModifier"/>
		<element type="iAdvancedStartCost"/>
		<element type="iAdvancedStartCostIncrease"/>
		<element type="iMinAreaSize"/>
		<element type="iConquestProb"/>
		<element type="iCitiesPrereq"/>
		<element type="iTeamsPrereq"/>
		<element type="iLevelPrereq"/>
		<element type="iMinLatitude"/>
		<element type="iMaxLatitude"/>
		<element type="iGreatPeopleRateModifier"/>
		<element type="iGreatGeneralRateModifier"/>
		<element type="iDomesticGreatGeneralRateModifier"/>
		<element type="iGlobalGreatPeopleRateModifier"/>
		<element type="iAnarchyModifier"/>
		<element type="iGoldenAgeModifier"/>
		<element type="iGlobalHurryModifier"/>
		<element type="iExperience"/>
		<element type="iGlobalExperience"/>
		<element type="iFoodKept"/>
		<element type="iAirlift"/>
		<element type="iAirModifier"/>
		<element type="iAirUnitCapacity"/>
		<element type="iNukeModifier"/>
		<element type="iNukeExplosionRand"/>
		<element type="iFreeSpecialist"/>
		<element type="iAreaFreeSpecialist"/>
		<element type="iGlobalFreeSpecialist"/>
		<element type="iMaintenanceModifier"/>
		<element type="iWarWearinessModifier"/>
		<element type="iGlobalWarWearinessModifier"/>
		<element type="iEnemyWarWearinessModifier"/>
		<element type="iHealRateChange"/>
		<element type="iHealth"/>
		<element type="iAreaHealth"/>
		<element type="iGlobalHealth"/>
		<element type="iHappiness"/>
		<element type="iAreaHappiness"/>
		<element type="iGlobalHappiness"/>
		<element type="iStateReligionHappiness"/>
		<element type="iWorkerSpeedModifier"/>
		<element type="iMilitaryProductionModifier"/>
		<element type="iSpaceProductionModifier"/>
		<element type="iGlobalSpaceProductionModifier"/>
		<element type="iTradeRoutes"/>
		<element type="iCoastalTradeRoutes"/>
		<element type="iGlobalTradeRoutes"/>
		<element type="iTradeRouteModifier"/>
		<element type="iForeignTradeRouteModifier"/>
		<element type="iGlobalPopulationChange"/>
		<element type="iFreeTechs"/>
		<element type="iDefense"/>
		<element type="iBombardDefense"/>
		<element type="iAllCityDefense"/>
		<element type="iEspionageDefense"/>
		<!-- RevDCM Building Effects -->
		<element type="iRevIdxLocal" minOccurs="0"/>
		<element type="iRevIdxNational" minOccurs="0"/>
		<element type="iRevIdxDistanceModifier" minOccurs="0"/>
		<!-- RevDCM end -->
		<element type="iAsset"/>
		<element type="iPower"/>
		<element type="fVisibilityPriority"/>
		<element type="SeaPlotYieldChanges"/>
		<element type="RiverPlotYieldChanges"/>
		<element type="GlobalSeaPlotYieldChanges"/>
		<element type="YieldChanges"/>
		<element type="YieldModifiers" minOccurs="0"/>
		<element type="PowerYieldModifiers" minOccurs="0"/>
		<element type="AreaYieldModifiers" minOccurs="0"/>
		<element type="GlobalYieldModifiers" minOccurs="0"/>
		<element type="CommerceChanges"/>
		<element type="ObsoleteSafeCommerceChanges"/>
		<element type="CommerceChangeDoubleTimes"/>
		<element type="CommerceModifiers"/>
		<element type="GlobalCommerceModifiers"/>
		<element type="SpecialistExtraCommerces"/>
		<element type="StateReligionCommerces"/>
		<element type="CommerceHappinesses"/>
		<element type="ReligionChanges"/>
		<element type="SpecialistCounts"/>
		<element type="FreeSpecialistCounts"/>
		<element type="CommerceFlexibles"/>
		<element type="CommerceChangeOriginalOwners"/>
		<element type="ConstructSound"/>
		<element type="BonusHealthChanges"/>
		<element type="BonusHappinessChanges"/>
		<element type="BonusProductionModifiers"/>
		<element type="UnitCombatFreeExperiences"/>
		<element type="DomainFreeExperiences"/>
		<element type="DomainProductionModifiers"/>
		<element type="BuildingHappinessChanges"/>
		<element type="PrereqBuildingClasses"/>
		<element type="BuildingClassNeededs"/>
		<element type="SpecialistYieldChanges"/>
		<element type="BonusYieldModifiers"/>
		<element type="ImprovementFreeSpecialists"/>
		<element type="Flavors"/>
		<element type="HotKey"/>
		<element type="bAltDown"/>
		<element type="bShiftDown"/>
		<element type="bCtrlDown"/>
		<element type="bGraphicalOnly"/>
		<element type="iHotKeyPriority"/>
		<element type="bApplyFreePromotionOnMove"/>
		<element type="bEquipment"/>
		<element type="bHideUnits"/>
		<element type="bNoCivicAnger"/>
		<element type="bRequiresCaster"/>
		<element type="bSeeInvisible"/>
		<element type="bUnhappyProduction"/>
		<element type="iCrime"/>
		<element type="iFreePromotionPick"/>
		<element type="iGlobalResistEnemyModify"/>
		<element type="iGlobalResistModify"/>
		<element type="iModifyGlobalCounter"/>
		<element type="iPlotRadius"/>
		<element type="iResistMagic"/>
		<element type="FreeBonus2"/>
		<element type="FreeBonus3"/>
		<element type="PrereqCiv" minOccurs="0"/>
		<element type="PrereqTrait"/>
		<element type="RemovePromotion"/>
		<element type="SpecialistCommerceChanges"/>
		<element type="iOrderPriority" minOccurs="0"/>
		<element type="bVictoryBuilding" minOccurs="0"/>		
	</ElementType>
	<ElementType name="BuildingInfos" content="eltOnly">
		<element type="BuildingInfo" maxOccurs="*"/>
	</ElementType>
	<ElementType name="SpecialBuildingName" content="textOnly"/>
	<ElementType name="SpecialBuildingDescription" content="textOnly"/>
	<ElementType name="TechPrereq" content="textOnly"/>
	<ElementType name="TechPrereqAnyone" content="textOnly"/>
	<ElementType name="ArtStyleType" content="textOnly"/>
	<ElementType name="iRequiredPopulation" content="textOnly" dt:type="int"/>
	<ElementType name="fScale" content="textOnly"/>
	<ElementType name="bValid" content="textOnly" dt:type="boolean"/>
	<ElementType name="Button" content="textOnly"/>
	<ElementType name="SpecialBuildingInfo" content="eltOnly">
		<element type="Type"/>
		<element type="Description"/>
		<element type="ObsoleteTech"/>
		<element type="TechPrereq"/>
		<element type="TechPrereqAnyone"/>
		<element type="bValid"/>
		<element type="ProductionTraits"/>
		<element type="Button"/>
	</ElementType>
	<ElementType name="SpecialBuildingInfos" content="eltOnly">
		<element type="SpecialBuildingInfo" maxOccurs="*"/>
	</ElementType>
	<ElementType name="Civ4BuildingClassInfos" content="eltOnly">
		<element type="BuildingClassInfos" minOccurs="0"/>
	</ElementType>
	<ElementType name="Civ4GenericBuildingInfos" content="eltOnly">
		<element type="GenericBuildingInfos" minOccurs="0" maxOccurs="*"/>
	</ElementType>
	<ElementType name="Civ4BuildingInfos" content="eltOnly">
		<element type="BuildingInfos" minOccurs="0" maxOccurs="*"/>
	</ElementType>
	<ElementType name="Civ4SpecialBuildingInfos" content="eltOnly">
		<element type="SpecialBuildingInfos" minOccurs="0" maxOccurs="*"/>
	</ElementType>
	<ElementType name="Civ4Buildings" content="eltOnly">
		<element type="BuildingClassInfos" minOccurs="0"/>
		<element type="BuildingInfos" minOccurs="0" maxOccurs="*"/>
	</ElementType>
</Schema>
